Mage Knights are also called Arcane Fighters, Spell Swords and Eldritch Knights.
A mage knight is a wizard who has dedicated a substantial amount of time to martial
training. As a result, he cannot gain access to the highest-level arcane spells.

The fighting ability of the mage knight is flawless. In addition, he can really turn
the tide of battles by casting powerful spells which are drawn directly from the spell
list of the Wizard.

Spells: The Mage Knight draws his spells from the spell list of the
Wizard and he can use his spells to counterspell. The leading
ability for Mage Knight spells is Intelligence.
A Mage Knight can activate Arcane Spell Scrolls of any spell in the lists of the Rogue and Wizard.
A Mage Knight can cast arcane spells without spell failure chance while wearing light armour or
holding a light shield. He can cast somatic spells while holding a weapon and a light shield,
but not a heavy shield or tower shield. Mage Knights can also cast somatic spells while
wielding a two-handed weapon or several weapons at the same time, because switching a weapon
from one hand to the other is a free action. Spell picks at level 1: 3 + Intelligence modifier.
Spell picks at all other levels: 2. A character cannot have more than one summoned creature
at a time.

Mage Knight Feats

Improved Elemental Weapon: When fighting with a Flaming, Frost, Shocking or Acidic weapon
(or a Burst version of these enchantments), the elemental damage increases by 1d6. Requires: Mage Knight level 5.
Note that weapons cannot be enchanted with more than one energy type. For example, there are flaming longswords
and frost longswords, but not flaming frost longswords.

Greater Elemental Weapon: When fighting with a Flaming, Frost, Shocking or Acidic weapon
(or a Burst version of these enchantments), the elemental damage increases by another 1d6. Requires:
Mage Knight level 11, Improved Elemental Weapon.

Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or
Alteration. You gain a +1 bonus to the difficulty class of all spells in the chosen magic school.

Greater Spell Focus: Select a magic school: Conjuration, Evocation, Necromancy, Enchantment or
Alteration. You gain another +1 bonus to the difficulty class of all spells in the chosen magic
school. Requires: Spell Focus in the chosen school.

Perfect Combat Casting: You do not trigger Attacks of Opportunity from nearby enemies when casting spells.
In addition, you gain another +4 bonus on all concentration checks. Concentration checks (1d20 + Caster level +
Constitution modifier) are needed whenever the character is casting a spell in difficult conditions.
Requires: Superior Concentration.